Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Using Comments in Mapmaking
Using Comments in Mapmaking
May 6 2008, 5:01 am
By: SOLAR
Pages: < 1 2 3 >
 

May 9 2008, 4:22 am Falkoner Post #21



Quote
Psh. I don't even rename my locations.

Lolz, Farty, you've also never used more than 50 locations I bet :P Renaming locations is almost more efficient than leaving them, as the location takes up a string anyway, and sometimes your name is shorter than the original.



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May 9 2008, 6:07 am jandii Post #22



Ouch I just hit the string limit, going to have to take off my comments... will need to set up some documentation for myself now I guess, or enjoy hours of confusion.



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May 9 2008, 11:02 am Vi3t-X Post #23



Quote from MillenniumArmy
It depends on the map im working on. For Mini-Game Party, i use blank comments. The only real comments I have are on the very first trigger for each set of mini-games. It's a label to indicate that the proceeding blank comments will be dealing with this mini-game. Blank comments don't use strings at all

Doesnt it use 1 string :bleh:



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May 9 2008, 1:01 pm Falkoner Post #24



Not if it's completely blank.



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May 9 2008, 6:51 pm Demented Shaman Post #25



Quote from jandii
Ouch I just hit the string limit, going to have to take off my comments... will need to set up some documentation for myself now I guess, or enjoy hours of confusion.
String limit isn't a problem in SCMD2.



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May 9 2008, 7:03 pm LoveLess Post #26

Let me show you how to hump without making love.

Quote from Falkoner
Quote
Psh. I don't even rename my locations.

Lolz, Farty, you've also never used more than 50 locations I bet :P Renaming locations is almost more efficient than leaving them, as the location takes up a string anyway, and sometimes your name is shorter than the original.
I sometimes dont rename my locations either. Depends on the mood I am in.



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May 9 2008, 7:04 pm Wormer Post #27



Quote
String limit isn't a problem in SCMD2.
It depends... This seem to be always a problem for Tux :D



Some.

May 9 2008, 7:11 pm Demented Shaman Post #28



The size is a problem, but the number of strings isn't.



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May 9 2008, 8:41 pm Brontobyte Post #29



If you really want to you could just use a compressor to delete the strings or just do what I do. If I can I will try to use the same string name for numerous triggers/switches/locations/unit names. If you download my Micro Bound v2, I have something like 1 Location name, 4 Triggers, and 1 Switch Renaming for each of the 64 location I used to make up the grid. I don't know if it "saves" space but it didn't use any more strings, at least I didn't think it did. :D



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May 9 2008, 8:51 pm jandii Post #30



What's the effects of too many strings? Does your map just not load? or does it crashy? or do triggers fail silently?



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May 9 2008, 10:01 pm Falkoner Post #31



Quote
String limit isn't a problem in SCMD2.

Well, it wasn't supposed to, but for some reason it starts to get all glitchy when you get above the limit. If you get too many strings, sometimes old strings will be deleted for any new ones, or you will get error messages when you try to make a new one.



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May 9 2008, 10:53 pm Brontobyte Post #32



I'm not sure if this has anything to do with strings but, I unprotected a version of Tar Pit Defense and when I open up the trigger editor, the trigger text is outside of the commented trigger. They all are messed up as well. (this happens to all of the triggers) How would you do this? It has every unused action filled with a comment, used or not used. It obviously was protected and then unprotected with comments still in tact. :P



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May 9 2008, 11:36 pm Falkoner Post #33



Which version did you open?



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May 10 2008, 3:07 am DevliN Post #34

OVERWATCH STATUS GO

I always use comments. It just seems easier for me to organize stuff, considering all my maps are made on good ol' StarFire Edit (which is like X-Tra Edit for you PC d00ds).



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 10 2008, 5:45 am Brontobyte Post #35



Quote from Falkoner
Which version did you open?

This is some noobs attempt at making a better lamer version of this not so bad defense map from back in the day. I actually don't think that I had unprotected this version but I did on one of them, I just can't find it, or I deleted it. This one shows the same effect on the triggers/commented triggers...



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May 10 2008, 7:51 am fm47 Post #36



Apparently... I'm a comment whore. I comment EVERYTHING if it's a completed trigger. I like how it looks, mainly. Accessibiliity I find to be a personal preference thing.

I am also definitely am over the string limit, and it does create a problem for me. In my other thread, I discussed how it gave me "Something terrible has happened, would you like to save a diagnose(sp)?" I learned that clicking "YES" will make it so that you can no longer open your map... If I click "NO" then everything I've done before I saved is lost. So wtf?

Others in my thread suggested that it is because some strings are named the same and that creates a problem. For example, I have a set of triggers that does the same thing for each player, but require it to be an individual trigger to a player. I name them the same thing so that all I need to know is what player I'm working on. So backed up my map and created 2 maps. Let's call them "A" and "B". On map A, I deleted all triggers. On map B, I edited but never saved. I cut the chunks of trigs I need from B and then used a notepad to find and replace all comments and gave them different names. Now both my player 1 and player 2's trigger commented "Resurrect" would become "p1: Resurrect" and "p2: Ressurect" etc.

Anyway, after doing this, it hasn't been much of a problem. But I still keep a back up just in case. If you happened to have saved when it gives you "A terrible thing has happened", try opening it with starforge and delete the last string-thing you've edited.



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May 10 2008, 4:19 pm Falkoner Post #37



Yeah, Brontobyte, try opening the 3.3 version, I believe that is the original, all the other versions were opened with crappier unprotectors that would sometimes scramble strings.



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May 11 2008, 1:38 am Atlos Post #38



For all of my maps I follow a strict commenting system. I trigger by first having a 2 line comment (so it stands out) which marks a section. Then in the section I will comment the different triggers and have a blank comment for triggers that are just copies with small variations. Works really well for me. For locations and death counts, I'll rename them and put a weird character in front so that they are grouped.

An example:

I learned this method from devilesk.



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May 11 2008, 2:17 am Demented Shaman Post #39



Well apparently I'm a "bad" influence :rolleyes: But at least I actually make maps :bleh:



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May 11 2008, 2:34 am Brontobyte Post #40



Quote from name:devilesk
Well apparently I'm a "bad" influence :rolleyes: But at least I actually make maps :bleh:

Now who said that? :lol:

I don't know where I picked this method up of strict trigger commenting. I have always done this on my serious maps that I plan on going back into and fixing something. I just find it easier then leaving it blank. It also takes up less space and allows me to go from one player to another with the same genre comment selected instead of going there manually and then scrolling down to find it. All you would have to do is select the main comment and select one of the players that the trigger would be contained in.

This is an example of what I do. I also place a massive thirteen lined comment in as Player 1's first trigger. This comment provides the valuable information on what is what, who did what, credits for ideas, ect...



I am also a part of the small group of map makers that place there preserve trigger actions after the actual conditions of the trigger and then the comment after the preserve. The people who place their comments first and then there preserve triggers second followed by the actual body of the actions are just weird. *cough*Kenoli*cough* :lol: It doesn't make a difference in the performance of the trigger or if it works better then the other way but it just is weird. :D

Post has been edited 1 time(s), last time on May 11 2008, 3:08 am by Brontobyte.



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